Thank you very much.
And another question: is the scorpio going to push Playstation to release ps5 faster? Like one year? It would be (for me) a middle finger to the people how bought the pro.
Can someone explain this fp16 and fp32 stuff to me like I'm five?
I'm surprised people are giving any relevance to this discussion... but I want to know if this actually matters.
Is it confirmed that Scorpio doesn't have fp16?
If yes, does it mean it isn't a big leap over PS4 Pro anymore?
Or, can we still comfortably say Scorpio is a beast and all the other engineering put into the console deserves high praise?
Unless PS4 momentum stops in its tracks I think we are in for few years of PS4. Maybe 2019 for PS5?
But I'd be shocked if MS didnt also have a new box for then too.
Everything about this console seems awesome.
this is without mentioning that Zen would not have been ready by that time period in the first place
Actually it's 6tf fp32 vs 4.2tf fp32/8.4tf fp16
Can someone explain this fp16 and fp32 stuff to me like I'm five?
I'm surprised people are giving any relevance to this discussion... but I want to know if this actually matters.
Is it confirmed that Scorpio doesn't have fp16?
If yes, does it mean it isn't a big leap over PS4 Pro anymore?
Or, can we still comfortably say Scorpio is a beast and all the other engineering put into the console deserves high praise?
Make sure you speak to onQ123. Otherwise you run the risk of having your excitement going unchecked.
Indeed. For me, the primary reason for Jaguar's use in Scorpio is that there simply was no viable alternative. It's the best that MS could do for the launch date that they felt they needed to hit, but the timing of that launch date ruled out anything more than a modest CPU boost over the Pro.
Also cost.
Lack of double speed FP16 is really surprising here considering that Neo got it last year. Maybe MS thought that it's not that helpful for what Scorpio is about.
FP32 and FP16 describe different levels of precision for floating-point numbers. Basically any hardware can use either format, but older hardware moved the smaller format at the same speed as the bigger one. Some new hardware, including AMD's upcoming Vega cards, PS4 Pro, and Switch can essentially "carpool" two FP16 numbers into the FP32 space, meaning they can be moved around twice as fast.Can someone explain this fp16 and fp32 stuff to me like I'm five?
I'm surprised people are giving any relevance to this discussion... but I want to know if this actually matters.
Is it confirmed that Scorpio doesn't have fp16?
If yes, does it mean it isn't a big leap over PS4 Pro anymore? And why can't Microsoft just add fp16 themselves? It requires special hardware?
Or, can we still comfortably say Scorpio is a beast and all the other engineering put into the console deserves high praise?
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
Can someone explain this fp16 and fp32 stuff to me like I'm five?
I'm surprised people are giving any relevance to this discussion... but I want to know if this actually matters.
Is it confirmed that Scorpio doesn't have fp16?
If yes, does it mean it isn't a big leap over PS4 Pro anymore? And why can't Microsoft just add fp16 themselves? It requires special hardware?
Or, can we still comfortably say Scorpio is a beast and all the other engineering put into the console deserves high praise?
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
FP32 and FP16 describe different levels of precision for floating-point numbers. Basically any hardware can use either format, but older hardware moved the smaller format at the same speed as the bigger one. Some new hardware, including AMD's upcoming Vega cards, PS4 Pro, and Switch can essentially "carpool" two FP16 numbers into the FP32 space, meaning they can be moved around twice as fast.
Scorpio definitely does not have this hardware, and cannot be updated via software. They can still use FP16, but it won't run any faster than FP32. This might mean that games which take advantage of the Pro hardware will not be quite as far behind on performance as the raw TFLOPS numbers indicate. But we have yet to see any evidence.
Scorpio is still the most powerful console ever made, and should perform better than Pro almost all the time. It's well-engineered hardware, though it doesn't seem to be quite as specialized and unique as some thought.
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
How many of the ~80 million Xbox one/PS4s/Xbox one s/PS4 slims support fp16?
But this is the only new info in the whole article. Everything else has been said before.All this info. All some people caught is no support for 2xFP16 calculations.
I can't decide if OnQ123 doesn't understand technology at all yet keeps posting about it or if he does understand technology and posts with the intention of misleading less knowledgeable posters. Either way it is in very bad taste.
To be honest, people have been dogpiling on OnQ123 for months, and every single time they try to discredit him using total nonsense and factual inaccuracy. He is arguably being pedantic, and he probably brings it up more than it deserves, but, his posts are almost always more valid than those trying to criticise him.
I thought only the pro did?
In bad taste? Lol. Lighten up dude. It's not that serious.
It's probably 99% about you guys responding to it every time. Technically he's correct.
They all support fp16 it's RPM / double rate fp16 that Pro/Vega bring to the table.
Do what at 4k, though?Technically he is correct and practically the usage of it limited if you already have the spec to do 4K without it.
He argued that Scorpio might be 6TF using FP16... a 3TF console a year after PS4 Pro.
Do what at 4k, though?
No I argued that we couldn't just go by the flops number without context because 6TF could mean 6TF fp32 or it could mean 6tf fp16 because some of the big GPUs was starting to use double speed fp16 like the mobile GPUs.
They all support fp16 it's RPM / double rate fp16 that Pro/Vega bring to the table.
Do what at 4k, though?
Uncompressed Pixels.
Again, a pipeline doing what? Playing tetris? Playing today's games at 4k? Playing next-gen games?good point: "the calculations in a native 4K render pipeline".
They all support fp16 it's RPM / double rate fp16 that Pro/Vega bring to the table.
good point: "the calculations in a native 4K render pipeline".
Or MS looked at all that tech an decided it wasn't necessary for their true 4K goals.
Why did they include checkerboard, if the gpu is 8.4tf?
No, RPM is definitely not necessary to get many Xbox One games to native 4K on Scorpio. But its absence might potentially mean some 900p games don't make it there. And it could lead to less separation between PS4 Pro and Scorpio on multiplats. It's only a bonus, only applicable in some cases...but why would Microsoft choose to forego even more advantage? It's an interesting question.Or MS looked at all that tech an decided it wasn't necessary for their true 4K goals. Has anybody call to carpet these "lazy developers" for not using the Pro's ddr FP16 secrete sauce to get native 4K on Pro with demanding games?
But considering that Pro and Scorpio are separated by less than 50% overall, Pro alone getting even a 25% boost (or 20, or 15...) is very significant.Most modern graphics calculations require FP32 and will not be able to work to the same result in FP16. The amount of performance a game can get from using double speed FP16 shader calculations is anyone's guess at the moment but it will most definitely not be even close to 2X (my guess would be +25% at best).
No, not really. As previously posted, FP16 has already been in use for plenty of stuff for years, because it provides some benefits even without packed math. Those elements will now be capable of providing even more performance boost on Pro (and Switch).Right, so as this generation progresses, and these mid-gen refreshes are considered, the actual percentage of devices that support double rate fp16 is probably the most important fact in how widespread it will/ can be used.
Again, a pipeline doing what? Playing tetris? Playing today's games at 4k? Playing next-gen games?
'Cause we have a few consoles 'doing native 1080p', and yet, well, you get the point.
I'm guessing you're not that familiar with the graphics pipeline, but I can assure you, as a graphics programmer, there will be places in any pipeline where FP16 is sufficient, and therefore, double rate FP16 is advantageous. The output resolution isn't really that relevant.
Double rate FP16 quite obviously isn't necessary for native 4K. It can still help do it slightly faster, which gives you more room for other things.
Why did they include checkerboard, if the gpu is 8.4tf?
"One of the features appearing for the first time is the handling of 16-bit variables - it's possible to perform two 16-bit operations at a time instead of one 32-bit operation," he says, confirming what we learned during our visit to VooFoo Studios to check out Mantis Burn Racing. "In other words, at full floats, we have 4.2 teraflops. With half-floats, it's now double that, which is to say, 8.4 teraflops in 16-bit computation. This has the potential to radically increase performance."
No, not really. As previously posted, FP16 has already been in use for plenty of stuff for years, because it provides some benefits even without packed math. Those elements will now be capable of providing even more performance boost on Pro (and Switch).
You know that in a frame you do several render passes to build a single frame which is seen as a "pipeline"? Before I write my ass a picture tells more than thousands words (this is one example of a pipeline as those are different from game to game):
Clear enough now?